unfucking the mod

This commit is contained in:
trashmasteruni 2026-01-06 14:25:21 +01:00
parent cbe3fbcda2
commit d887392b56
1167 changed files with 26982 additions and 13 deletions

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culture_era_tribal = {
year = 2100
}
culture_era_early_medieval = {
year = 2300
invalid_for_government = tribal_government
invalid_for_government = nomad_government
invalid_for_government = herder_government
invalid_for_government = wanua_government
culture_modifier = {
culture_tradition_max_add = 1
}
custom = more_expensive_court_positions
custom = increased_activity_cost
##################################################
# MAA Upgrades
# Cultural
## Longbowmen
maa_upgrade = {
men_at_arms = longbowmen
damage = 10
toughness = 2
}
## Gakgung Archers
maa_upgrade = {
men_at_arms = gakgung_archers
damage = 5
toughness = 2
}
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 6
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 6
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 6
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
pursuit = 6
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
pursuit = 6
}
}
culture_era_high_medieval = {
year = 2500
invalid_for_government = tribal_government
invalid_for_government = nomad_government
invalid_for_government = herder_government
invalid_for_government = wanua_government
culture_modifier = {
culture_tradition_max_add = 1
}
character_modifier = {
mercenary_hire_cost_mult = 0.15
}
custom = more_expensive_court_positions
custom = increased_activity_cost
##################################################
# MAA Upgrades
# Cultural
## Longbowmen
maa_upgrade = {
men_at_arms = longbowmen
damage = 10
toughness = 2
}
## Gakgung Archers
maa_upgrade = {
men_at_arms = gakgung_archers
damage = 6
toughness = 2
}
## Fire Lancers
maa_upgrade = {
men_at_arms = fire_lancers
damage = 5
screen = 3
}
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 4
toughness = 4
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 4
toughness = 4
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
## Accolade Vanguards
maa_upgrade = {
men_at_arms = accolade_maa_vanguards
damage = 10
toughness = 10
}
## Accolade Lancers
maa_upgrade = {
men_at_arms = accolade_maa_lancers
pursuit = 10
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
}
culture_era_late_medieval = {
year = 2750
invalid_for_government = tribal_government
invalid_for_government = nomad_government
invalid_for_government = herder_government
invalid_for_government = wanua_government
culture_modifier = {
culture_tradition_max_add = 1
}
character_modifier = {
mercenary_hire_cost_mult = 0.15
}
custom = more_expensive_court_positions
custom = increased_activity_cost
##################################################
# MAA Upgrades
# Cultural
## Longbowmen
maa_upgrade = {
men_at_arms = longbowmen
damage = 10
toughness = 2
}
## Gakgung Archers
maa_upgrade = {
men_at_arms = gakgung_archers
damage = 8
toughness = 2
}
## Fire Lancers
maa_upgrade = {
men_at_arms = fire_lancers
damage = 8
screen = 5
}
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 10
toughness = 10
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 6
toughness = 6
pursuit = 4
screen = 4
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 10
toughness = 6
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
damage = 16
toughness = 16
pursuit = 20
screen = 6
}
## Accolade Vanguards
maa_upgrade = {
men_at_arms = accolade_maa_vanguards
damage = 10
toughness = 10
}
## Accolade Lancers
maa_upgrade = {
men_at_arms = accolade_maa_lancers
screen = 20
}
## Accolade Crossbowers
maa_upgrade = {
men_at_arms = accolade_maa_crossbowers
damage = 10
toughness = 10
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
damage = 16
toughness = 6
pursuit = 20
screen = 6
}
}

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name_of_culture_era = { # Key to the name
year = number # Year when the era can start getting base spread. Must be 0 or greater. Error if it's not set.
character_modifier = {} # Modifiers of this culture era. This will be applied to the characters of that cuture with valid government.
culture_modifier = {} # Modifier of this culture era applied to the culture itself.
county_modifier = {} # Modifier of this culture era applied to counties of the culture.
province_modifier = {} # Modifier of this culture era applied to provinces in a county of the culture.
unlock_building = key # key of a building that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
unlock_decision = key # key of a decicion that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
unlock_casus_belli = key # key of a casus belli that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
unlock_maa = key # key of a regiment that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
unlock_law = key # key of a law that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
invalid_for_government = key # key of a govebrnment that can't use the innovations in this era. There can be more than one.
custom = loc_key # A custom effect description that will be added to the list of effects
}